Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411428 Posts in 69363 Topics- by 58416 Members - Latest Member: JamesAGreen

April 19, 2024, 02:20:27 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsPlayerGamesPlaystation 4
Pages: 1 2 3 [4]
Print
Author Topic: Playstation 4  (Read 6706 times)
ஒழுக்கின்மை (Paul Eres)
Level 10
*****


Also known as रिंकू.


View Profile WWW
« Reply #60 on: February 25, 2013, 12:18:09 PM »

doubtful. they can *barely* port diablo 3 to playstation 4
Where did you read that.

in the conference, blizzard was like 'consoles finally caught up with pc's so we can port diablo 3 to ps4 without making any sacrifices'
Logged

TomHunt
Level 3
***



View Profile WWW
« Reply #61 on: February 25, 2013, 12:39:57 PM »

8GB DDR5.

Also I wonder if they put in some extra effort this time around to make Diablo a little more console friendly (because Diablo 1 sure wasn't very console friendly on PS1)
Logged

~tom | □³ | kRYSTLR
s0
o
Level 10
*****


eurovision winner 2014


View Profile
« Reply #62 on: February 25, 2013, 12:55:19 PM »

doubtful. they can *barely* port diablo 3 to playstation 4
Where did you read that.

in the conference, blizzard was like 'consoles finally caught up with pc's so we can port diablo 3 to ps4 without making any sacrifices'
that doesn't imply they can "barely" port it lol
Logged
crowe
Level 10
*****



View Profile
« Reply #63 on: February 25, 2013, 01:44:41 PM »

the new playstation has eight gigabytes of music for dance dance revolution 5, allowing it to process more beats and dance steps than any other console
Logged
Tuba
Level 10
*****



View Profile WWW
« Reply #64 on: February 25, 2013, 02:09:53 PM »

doubtful. they can *barely* port diablo 3 to playstation 4
Where did you read that.

in the conference, blizzard was like 'consoles finally caught up with pc's so we can port diablo 3 to ps4 without making any sacrifices'

Diablo 3 is also being ported to the PS3... and anyway, like every other Blizzard game it doesn't need many resources (except for a stable Internet connection).
Logged

ham and brie
Level 3
***



View Profile
« Reply #65 on: February 25, 2013, 02:31:14 PM »

Wow, last time I checked they only had up to DDR3.

What does DDR stand for and what's the difference between DDR 3, 4, 5?

Actually it's GDDR5, which is based on DDR3. GDDR3 was based on DDR2...

DDR = double data rate
GDDR = graphics DDR
Logged
TomHunt
Level 3
***



View Profile WWW
« Reply #66 on: February 25, 2013, 08:01:36 PM »

hm. what happened to GDDR4?  Shrug
Logged

~tom | □³ | kRYSTLR
gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #67 on: February 25, 2013, 08:08:54 PM »

was a woman
Logged

gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #68 on: February 26, 2013, 01:09:00 AM »

http://www.eurogamer.net/articles/digitalfoundry-killzone-shadow-fall-demo-tech-analysis
tech analysis of trailer

edit:
Quote
Based on specs alone, the PS4 clearly has far more to offer than what we're seeing, and it's worth remembering that Guerrilla would have developed a large chunk of Shadow Fall on incomplete hardware. Our understanding is that final kits based on actual PS4 production hardware are a relatively recent phenomenon, and now the developer has a fixed target to aim for, we may well see significant engine improvements. But if this stands as the level of technical quality we should expect for Shadow Fall's final release, we'll be due for one of the most technically compelling launch titles we've seen in a very long time.
« Last Edit: February 26, 2013, 01:30:26 AM by Gimym TILBERT » Logged

J-Snake
Level 10
*****


A fool with a tool is still a fool.


View Profile WWW
« Reply #69 on: February 26, 2013, 07:34:57 AM »

" If PS4 has a real-time OS, with a libGCM style low level access to the GPU, then the PS4 1st party games will be years ahead of the PC simply because it opens up what is possible on the GPU. Note this won't happen right away on launch, but once developers tool up for the platform, this will be the case. As a PC guy who knows hardware to the metal, I spend most of my days in frustration knowing damn well what I could do with the hardware, but what I cannot do because Microsoft and IHVs wont provide low-level GPU access in PC APIs. One simple example, drawcalls on PC have easily 10x to 100x the overhead of a console with a libGCM style API...."

Timothy Lottes - an nvidia dev
Logged

Independent game developer with an elaborate focus on interesting gameplay, rewarding depth of play and technical quality.<br /><br />Trap Them: http://store.steampowered.com/app/375930
TomHunt
Level 3
***



View Profile WWW
« Reply #70 on: February 26, 2013, 07:59:41 AM »

that sounds great, but what low-level access is he referring to specifically that we don't already have via shader programming?

also, what'd the learning curve going to be like with this thing? how long is it going to take developers to really "tool up"?
Logged

~tom | □³ | kRYSTLR
ham and brie
Level 3
***



View Profile
« Reply #71 on: February 26, 2013, 08:32:32 AM »

that sounds great, but what low-level access is he referring to specifically that we don't already have via shader programming?

It's mostly about the way the code running on the CPU communicates with the GPU, which is a separate issue from the control that shaders give. On PS3, you can manipulate the command buffers for the GPU. With PC, even the existence of a command buffer is pretty much hidden behind the abstraction of the API.
Logged
J-Snake
Level 10
*****


A fool with a tool is still a fool.


View Profile WWW
« Reply #72 on: February 26, 2013, 10:22:28 AM »

Shaders is a simplified method to manipulate buffers and pixels. It is no what I would call low level control. It doesn't show the details and parallel processing that goes on the gpu (because they can be complex and unpractical to deal with). In fact experienced graphics-programmers don't even know how the gpu is interpolating attributes/vectors exactly. But like mentioned in the post right above the lack of a direct pointer access is one weighty contributor what prevents Rage to run well on pc, despite all the horsepower, according to Carmack.
Logged

Independent game developer with an elaborate focus on interesting gameplay, rewarding depth of play and technical quality.<br /><br />Trap Them: http://store.steampowered.com/app/375930
gimymblert
Level 10
*****


The archivest master, leader of all documents


View Profile
« Reply #73 on: February 26, 2013, 03:06:27 PM »

That's why carmack has gone so far to praise the intel Hd series
Logged

_Tommo_
Level 8
***


frn frn frn


View Profile WWW
« Reply #74 on: February 26, 2013, 03:15:48 PM »

And there's the problem that PCI exists at all.

On PS4, every smartphone and XBox 360 you got unified memory between CPU and GPU, so there's no bottleneck and one can work on the data of the other as if they are cores of the same processor (which in fact they are).

On PC there's this huge barrier caused by the PCI and the huge lags and command queue bubbles that you create each time you send something over it which puts a big stop on all the advanced techniques that require lots of back and forth between CPU and GPU like Deferred tiled rendering, CUDA, etc.

Fact is, on a PS4 you can actually use 2 tflops and 8 gb RAM... on an equivalent PC you're lucky if you can use 1.5 tflops and 4 gb of that ram.
Without even taking into account fragmentation and everything.
Logged

Pages: 1 2 3 [4]
Print
Jump to:  

Theme orange-lt created by panic